The King of Fighters XIII/Robert
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
In a nutshell
Robert's a rich playboy that studied Kyokugen Karate with his best friend and sparring partner, Ryo. Sound familiar? Robert's equipped with a full 'shoto' style arsenal of tools which allow him to play a strong fireball and anti-air (even Street Fighteresque) game much like Andy. Make no mistake though, while being well equipped for zoning, Robert is capable of going on the offensive. He has a command grab for opening up the opponent which works in conjunction with his capable normals, and his command normals have unique properties. Robert's combos may not be as initially overwhelming as Andy's, but Robert has more tools for breaking down an opponent's defenses as his nickname of "The Mightiest Tiger" would imply.
- Standing CD has faster startup.
- Upper (f+A) done by itself causes a knockdown and launches the opponent upwards.
- Light Hien Shippuukyaku (db~f+B) has faster startup, such that it can be comboed from light attacks.
- EX Gen'eikyaku (f b f+BD) has faster recovery. In the corner, you can follow up without using a Drive stock.
- EX Ryuuko Ranbu (qcf hcb+AC) has slower recovery on block.
- EX Ryuuko Ranbu (qcf hcb+AC) has had the damage for each of its hits adjusted (previously 0+10×10+8×18+10+50). By itself, the move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukouken (f hcf+P) has faster startup and can combo from heavy attacks.
- Hien Shippuu Ryuujinkyaku (qcf hcb+BD) causes a hard knockdown instead of a soft knockdown.
- Standing Light Punch () - Quick jab, good for anti-airing hops or as a quick whiff to bait a reaction. Whiffs against crouching characters.
- Standing Light Kick () - Controls the low hop space similarly to Benimaru's Standing Light Kick. Reaches much further into the air than Standing Light Punch, making this a good hop anti-air. This attack wont hit crouchers, but it recovers fast enough to make whiff punishes somewhat difficult.
- Standing Heavy Punch () - Doesn't reach quite as far as other Standing Heavy Punches, and this one can't hit crouching players. Still functions as a preventive anti-air, though this is easily punished if crouched under.
- Close Heavy Punch (Close ) - Strong meaty and Robert's fastest combo starting option. Easily cancels into his command normals which can then be hit confirmed before deciding which special to cancel into.
- Standing Heavy Kick () - Although Robert's foot is angled high, this kick will hit crouchers. This has a huge vertical that can easily anti-air, especially preemptively from close ranges. The horizontal reach is not as long which leaves Robert open to sweeps and long pokes if whiffed, though the kick has decent recovery.
- Close Heavy Kick (Close ) - Sheer vertical kick that hits twice, but starts slower than Close Heavy Punch; so while it can be confirmed easy, it's not too important as Robert already as his command normals for hitconfirming. A strength of this attack is that the vertical hitbox can be used to anti-air opponents by running under or from a delayed setup to stop an attempt to jump out of a command grab setup.
- Crouching Light Punch ( + ) - Cancelable low jab that is overshadowed by his cancelable Crouching Light Kick.
- Crouching Light Kick ( + ) - Chains into itself can can be canceled into specials. Strong tool in conjuncton with his Ryuuren: Gen'eikyaku ( + ) command grab for offensive pressure, although Robert can't easily convert a hit into big damage.
- Crouching Heavy Punch ( + ) - Crouching uppercut that works as a vertical anti-air and a close frametrap option due to its cancelability. Anti-airs most successfully when deeper into the opponent, where Robert's fist reaches behind the opponent's active hitbox. The startup speed is slower than Close Heavy Punch and can be substituted to create a larger gap in a blockstring to bait an action.
- Crouching Heavy Kick + () - Long sweep that can cancel into Ryuugekiken ( + ) as a blockstring; whiff canceling the sweep can potentially anti-air if the opponent hops over a sweep, and by mixing up between canceled and uncanceled sweeps the opponent must guess a guard cancel roll to punish the simple 2-in-1.
- Possibly better as an anti-air since a Crouching Light Kick is difficult to transfer into a combo, and Crouching Heavy Kick has a longer reach.
- Blowback Attack ( + ) - A big, horizontal boot that cancels into specials. The hitbox is large and can work as an anti-air, meaty, or blockstring tool; when a wall of hitbox is needed, this attack provides it.
- Jumping Light Punch (Air ) - Cancelable downward punch that's mainly overshadowed by Jumping Heavy Kick/Punch.
- Jumping Light Kick (Air ) - A Ryu-like downward kick that resembles Robert's old divekick. This attack starts fast and has a decent window of active frames, though it doesn't deal much hitstun. Works as a jump-in or quick air-to-air in certain situations.
- Can cross up.
- Jumping Heavy Punch (Air ) - Close, deep vertical punch. Robert's best air-to-ground approach against a close opponent or when attempting to hit a low to ground opponent. Causes heavy hitstun and is also cancelable into aerial specials and DMs.
- Jumping Heavy Kick (Air ) - Long horizontal kick with a strong vertical hitbox; a very good tool for approaching another player or for when zoning in the air. Difficult to anti-air when spaced from maximum range, and deals heavy hitstun. Good choice as a ground-to-air attack until the opponent is close, at which point Jumping Heavy Punch becomes a better option.
- Works as a cross up.
- Jumping Blowback Attack (Air + ) - Traditional flying karate kick with a strong horizontal reach; this makes Robert's Jumping Blowback Attack a slow but strong air-to-air for challenging the opponent. Confirmable on Counterhit into a followup.
- Cancelable into aerial specials/DMs.
- Upper ( + ) - Command uppercut that can hit twice but only cancels on the first hit, causes a large vertical launch if it hits when not canceled-into. Chains from + or off Close Heavy Punch, and both methods give Robert a really easy chain hitconfirm. The second hit may not even connect due to spacing or if the opponent crouches, so it's generally best canceled since if it whiffs the opponent is more prone to punishing Robert.
- This can also anti-air although the laggy startup limits its use primarily to anti-airing jumps, not hops. If it hits, the opponent will be launched and Robert can land a damaging follow up.
- Low Kick ( + ) - A low shin kick that actually hits low. Cancels into specials and Upper ( + ) and combos from Heavy normals as well as Crouching Light Punch. The recovery's only slightly negative on block so it's punishable only by incredibly fast moves like instant grabs or EX moves.
- Ushirogeri (+ ) - Functions just like Iori's Gaishiki: Yuriori (Jumping + as a crossup attack, only Robert's input is simpler. Must be done low to the ground to hit crouching players.
- Does not hit high; can be crouch blocked.
- Triangle Jump (Ushirogeri) (Near edge of screen, + ) - Robert jumps forward off of a wall. Can be used as a corner escape method or as a crazy setup into a Ushirogeri crossup attempt.
- Ryuugekiken ( + ) - Fullscreen fireball, much like a standard Hadouken. version travels slower and has better recovery and the version travels faster while leaving the player with more recovery. A solid zoning tool for controlling the short hop space and the ground, as well as a potential anti-air. Safe as a frametrap ender unless the opponent performs a guard cancel roll.
- This is a non-grounded projectile meaning certain slides, attacks, and DMs can be used to pass underneath of the projectile.
- Ryuugekiken ( + + ) - Travels faster and causes a soft knockdown; nullifies normal projectiles and will cancel out against other EX projectiles. Nice tool for projectile wars or to catch the opponent off guard with its speed.
- Ryuuga ( + ) - The token rising vertical uppercut. The weak version is stays low to the ground but has a smaller hitbox as opposed the two twice-hitting strong version which moves Robert higher into the air while being more invulnerable on startup.
- Hien Shippuukyaku ( (charge), + ) - Robert travels half-screen with a flying kick that causes a knockdown on hit or bounces him backward on block. The kick recovers faster on block and can be difficult to punish. The strong version behaves oppositely, being less safe but more damaging. Both versions can be Drive Canceled.
- Hien Ryuujinkyaku (air + ) - Robert's divekick is more punishable than in previous games as he no longer bounces off the opponent on block, instead landing in front of the player with a frame disadvantage. While not as abusable, Robert still has a way to alter his aerial trajectory on command. Still, this is an important tool for its use in Drive Cancel combos as it leaves the opponent in a hittable state afterward.
- Gen'eikyaku ( + ) - Multi-hitting kick ranbu that sucks the opponent in on hit. Somewhat slow to start up, but this is mainly a combo tool as whiffing the attack leaves the player incredibly vulnerable. Drive Cancels, but generally not worth it as none of Robert's follow ups will hit. The most you can get off of doing so is some oki pressure. Most damaging finisher for 0 meter HD combos.
- Ryuuren: Gen'eikyaku (+ ) - Although this move is typically a proximity unblockable, in KOFXIII it behaves as a command grab, albeit not an instant one. This can be linked from a Crouching Light Kick on hit or comboed into from close ranges. Overall, a useful tool on the offensive that increases the way Robert can break down the opponent's defense. Like most command grabs, it can be punished by a neutral hop for a full combo if baited.
- This is also a great defensive option for punishing a variety of moves that are safe against most counterattacks and can even function as a reversal. Be careful though, quick invincible reversals can potentially punish your attempt to use this move.
- Ryuuren: Gen'eikyaku ( + + ) - Has an extended range which allows it to connect from Robert's command chain series plus it launches the opponent directly upward on hit for a follow-through. However, it scales damage heavily.
- Ryuuko Ranbu ( + ) - A standard Kyokugen ranbu DM. Decent basic combo finisher.
- Haou Shoukouken ( + ) - Fullscreen projectile DM. Another tool for projectile wars, though not as effective as Ryuuko Ranbu for raw damage though it can be substituted into combos. The projectile can be difficult to jump over so it can be used to cover the screen, though the projectile deals minimal chip damage and can possibly be punished by a roll or invulnerable attack.
- Hien Shippuu Ryuujinkyaku ( + + ) - Robert jumps backward during the superflash and does a divekick that will ride the opponent into the ground. Robert's most damaging finisher inside combos. The attack travels very fast and can be used from the air so it can be used as an abare tool, and the recovery on block is surprisingly neutral which makes it more useful in abare situations. If the divekick whiffs and Robert hits the ground, the resulting explosion can hit the opponent for 180 damage, and leaves them in a juggleable state afterwards, allowing for follow-ups.
Tips and Tricks
Universal combo starters:
- cl.C f.B f.A (most damage for shorter combos)
- cl.C f.B
- cl.D(2) f.B
- cl.D(1) f.B f.A
- cr.B cr.A f.B (need to be somewhat close to land the cr.A)
- cr.B cr.A f.B f.A (need to be very close)
- cr.B B (only really goes into supers and db,f+B)
- cr.B B B (like the above but you need to be very close)
- any jump in into one of the above, normally you should go into cl.C from a jump in as it is the fastest.
- cr.B B B db~f+B (144 dmg)
- cl.C f.B f.A dp+A / dp+C / f,b,f+K (193 / 229 / 214 dmg)
- dp+A give a long soft knockdown, dp+C does the most damage, and f,b,f+K gives a hard knockdown that sends them flying across the screen.
- cl.C f.B hcf+K (234 dmg)
- cl.D(1) f.B f.A hcf+K (238 dmg)
- Most damaging meterless combo, also gives hard knockdown and sends them flying across the screen.
- (corner) f.A qcf+P, dp+C (222 dmg)
- (midscreen) f.A, db~f+D / dp+C / j.C (171 / 166 / 126 dmg)
- db~f+D does the most damage, dp+C is easy to connect and does decent damage, and j.C gives you an easy chance to go for a crossup, or even dash under if you anti air at the right height.
- (corner) deep j.qcb+K, dp+A / dp+C (126 / 166 dmg)
- cl.C f.B f.A qcf,hcb+P (323 dmg)
- (corner) hcf+BD, qcf+A, dp+A, dp+A (229 dmg)
- Comboing into this does less damage than super, but the combo itself gains about 50% meter and 25% drive if done from a full chain of normals.
- (midscreen) hcf+BD, db~f+D / run dp+C (182 / 179 dmg)
- Not quite as good for comboing into unless your back is to the corner. Ending with db~f+D is maximum damage and puts you a full screen away for zoning. While run dp+C gives more initiative.
- If you delay the dp+C after the run enough, you can cross under the opponent doing a side switch combo. This can be useful for positioning if your back is somewhat close to the corner.
- (corner) deep j.qcb+BD, qcf+A, dp+C (282 dmg)
- (corner) f.A, j.qcb+BD, qcf+A, dp+C (327 dmg)
- db~f+BD, dp+C (247 dmg)
- cl.C f.B f.A qcf,hcb+AC (411 dmg)
- (corner) f.A qcf+A, qcf,hcb+AC (419 dmg)
- (corner) hcf+BD, qcf+A, qcf,hcb+AC (381 dmg)
- Sort of meter wasting, but useful if you can kill from a grab or really need to burn some meter.
- (corner) f.A, j.qcb+BD, qcf+A, qcf,hcb+AC (509 dmg)
- (corner) deep j.qcb+BD, qcf+A, qcf,hcb+AC (479 dmg)
- db~f+BD, qcf,hcb+AC (444 dmg)
- (in or near corner) cl.C f.B f.A dp+C (DC) qcb+D, qcf+P, dp+C (391 dmg)
- You can still do most of this combo midscreen for some decent corner carry if you drop the dp+C at the end.
- (corner) cr.B B B db~f+B (DC) qcb+K, dp+C (275 dmg)
- (in or near corner) f.A, db~f+D (DC) qcb+K, dp+C (311 dmg)
- This is neat for when you carry to the corner with db,f+D.
- (~30-45% screen from corner) cl.C f.B f.A dp+A (DC) qcf+P, db~f+BD, (optional) qcf+A, dp+C (461 / 425 dmg)
- The second qcf+A needs to be delayed a pretty specific time so it can be tough to get. Just skip it if you can't hit it consistently.
- (in or near corner) cl.C f.B f.A dp+C (DC) qcb+BD, qcf+P, dp+C (436 dmg)
- Does a bit more dmg and is considerably easier than the version with no ex divekick. I recommend doing the one without the ex if you are able to though, that is if your meter isn't maxed out.
- (midscreen) cl.C f.B f.A dp+C (DC) qcb+BD, db~f+D (400 dmg)
- (corner) cr.B B B db~f+B (DC) qcb+BD, qcf+P, dp+C (366 dmg)
- It may do less than 400 damage, but considering how it's confirmed it's still pretty good.
- cl.C f.B f.A dp+C (DC) qcb+D, qcf,hcb+AC (528 dmg)
- (corner) cr.B B B db~f+B (DC) qcb+D, qcf,hcb+AC
- (in or near corner) cl.C f.B f.A dp+C (DC) qcb+BD, qcf+A, qcf,hcb+AC
- (corner) cr.B B B db~f+B (DC) qcb+BD, qcf+A, qcf,hcb+AC
- You'll want to go for these combos when really far away from the corner, or if you haven't learned a complicated corner carry combo yet. The damage is pretty good and still worth it, especially on the 3 bar one.
- cl.C f.B HD cl.C f.B > dp+C(1) xx qcf+C xx qcf,hcb+KK (632 dmg)
- Not bad despite not being a loop or anything since Roberts neomax carries to the corner and damage is pretty good from all the normals. Even though the game is still slowed down, you can move as soon as Robert touches the floor after his neomax.
- cl.C f.B HD cl.C f.B > dp+C(2) (DC) qcb+D, db~f+B (DC) qcf,hcf+BD (659 dmg)
- A little bit more difficult than the previous combo, but more damage
- (anywhere) cl.C f.B HD cl.C f.B xx dp+C(1) xx qcf+C xx qcf,hcb+P xx qcf,hcb+KK (804 dmg)
- The ranbu super was basically made for MAX canceling, there's a huge amount of hitstop on the uppercut where you can input the neomax.
- (midscreen) cl.C f.B HD cl.C f.B xx dp+A(1) xx qcf+A xx qcf,hcb+P xx qcf,hcb+KK (827 dmg)
- This one does a little bit more damage than the previous combo because of a small glitch with the damage scaling, when you super cancel the proration does not increase any more. So when executed properly, the fireball won't hit until after the super cancel, meaning it doesn't add 5% proration to the rest of the combo like usual.
- (midscreen)cl.C f.B (HD) cl.D(2) f.B dp+A (DC) qcf+A, db~f+D delay (DC) qcb+D, dp+A (DC) qcb+K, dp+C (DC) qcf+C, dp+A (DC) qcb+K, dp+C(1) (DC) f,b,f+K or qcf,hcb+BD (656 / 813 dmg)
- This combo only works started from like 30-45% from the corner, but the execution is pretty easy.
- (corner) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, delay [dp+C (DC) qcf+P, dp+A (DC) qcb+K (whiff)]x2, dp+C (DC) f,b,f+K or qcf,hcb+BD (650 / 820 dmg)
- Works anywhere from like 45% from the corner to right up in the corner. Some people may find the long delay before the second dp+C to be annoying.
- (corner) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, [dp+A (DC) qcb+K]x2, dp+C (DC) qcf+C, dp+A (DC) qcb+K (wiff), dp+C (DC) f,b,f+K / qcf,hcb+BD (628 / 800 dmg)
- Works anywhere from like 50% from the corner and is slightly easier than the previous combo due to less delay being required.
- (midscreen) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, dash dp+A (DC) qcf+A, db~f+D (DC) qcb+K, dp+C (DC) qcf+C, DP+C (DC) f,b,f+K or qcf,hcb+BD (657 /814 dmg)
- Pretty hard if you're not good at doing the dash dp+A since the dash can't be buffered. Pretty useful though for the free corner carry.
By using EX Hien Shippu Kyaku, Robert can improve his corner carry abilities considerably as well as make some combos easier. It also adds a bit of damage. Though for 3 meter you can just do a MAX Cancel combo instead, so these are mostly for when you have 1 meter and HD or really want to maximize damage.
- (midscreen) cl.C f.B (HD) cl.C f.B dp+A (DC) qcf+A, db~f+BD, delay dp+C (DC) qcf+C, dp+A (DC) qcb+K, dp+C (DC) qcb+K, dp+C (DC) f,b,f+K or qcf,hcb+BD (679 / 849 dmg)
- Works at around the 50-63% from corner range. Pretty easy execution, and the delay after EX HSK is pretty big.
- (midscreen) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, dash dp+A (DC) qcf+A, db~f+BD ... ??
- Should work, but it's hard and someone else can figure it out.
Much like King, Robert doesn't particularly require meter for his gameplan. He has a good meterless reversal, a strong fireball which cannot be hopped over, and very strong air-to-air normals. Of particular note is his j.CD, which has a long reach and fairly fast start-up. Using these tools, Robert can chip away at an opponent's health. Against other zoners like Athena and Saiki, Robert's high hop arc can easily go over their normally difficult to hop fireballs, allowing him to punish them more easily than a character with a lower hop. If Robert gets past your first opponent, he should be close to having full HD and 2 bars, enough to hit a second character for at least 80% from most areas on the screen.
With Robert's general gameplan, rounds involving him can sometimes take a while to finish. That means that Robert can recover little life after a round, even none if it comes down to a time-over.